Author
Topic: Unnamed Co Map (Read 2739 times)

Yep, I finally stopping thinking about doing some mapping and started doing some mapping. YES, it's a co map. Deal with it. I'd rather cut my teeth and make my mistakes on an easy co map than on a full on NS map. That'll come afterwards. At the moment, I have naught but MS built. Here's a little screenie, though, to give you an idea of what it's shaping up to thus far:

(Yes I know the CC is pitch black for some odd reason, I'm working on that)

I figure making a thread about it will keep me working if I ever slack off. So remember, if I don't update every once in a while, harass me!

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Lunixmonster: Banning the NS community one smacktard at a time. -lolfighterthere are a lot of aaaa...mmmmm.... "HAPPY" pirates on this ship. -GrayDuck

Looks decent so far. Those lights are a bit large, and the place obviously needs more clutter (crates, ect). Maybe some hanging lights. I like the texturing personally, the lights just kind of dominate.

I like the huge lights, it would be especially cool if there were a big window on the opposite corner...

Try doing that map with a crisp feel, like, really bright, cold, frost on pipes coursing with cold liquids... clean gratings.... make it look very sterile, and then the alien sections will look all the more foreign, Give it huge cielings... co_cathedral would be cool, lol

Sancho: Meh, I think the lights are fine. Otherwise the room ends up quite dark. At the moment it's almost all lit by texture lights, with some regular light entities in to give them a boost in some areas. The r_speeds are reaching about all I can do here. (It's mostly the staircases, damn them) Besides, it's MS. You don't want a lot of easy clutter for hiding skulks. At most I think I'm going to add in a beam or three for some slight ceiling detail/cover and move on. I've been screwing with MS for a few days now, trying to get it just right.

Ulatoh: As a matter of fact, there is a big window on the opposite corner. = ) Outside I've got a particle system simulating rain and a randomly triggered lightning and thunder effect. Weee!

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Lunixmonster: Banning the NS community one smacktard at a time. -lolfighterthere are a lot of aaaa...mmmmm.... "HAPPY" pirates on this ship. -GrayDuck

The fgd is in your nsp folder. Just open it up and look for ns.fgd. For more indepth setup for a good complier and whatnot, go to the ns.org forums, look in the mapping forum and then the subforum mapping help and troubleshooting. The sticky posts have a full setup guide.

Also, I'm really thinking hard about gameplay concepts here. That's part of what's taking so long. I don't want MS to be too alien friendly so there's no dark hidey corners but there will be railings to annoy fleeing aliens. (when I get around to putting them in) The ceiling needs to be broken up with something to make it not so easy for skulks to wallwalk right over the CC and dive bomb it. There'll be an armory on the upper and lower level, also. I'm trying to make it very hard for aliens to camp and for them to retreat once they've moved in and instead to encourage them to just get in there, bite the chair, and die, the way co is supposed to work.

« Last Edit: April 02, 2004, 02:58:38 PM by BobTheJanitor »

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Lunixmonster: Banning the NS community one smacktard at a time. -lolfighterthere are a lot of aaaa...mmmmm.... "HAPPY" pirates on this ship. -GrayDuck

"I don't have to know an answer, I don't feel frightened by not knowing things, by being lost in a mysterious universe without any purpose, which is the way it really is as far as I can tell. It doesn't frighten me."-Richard Feynman

(Yes I know the CC is pitch black for some odd reason, I'm working on that)

Try moving it a couple units away from the floor. Models can be a bit tricky when it comes to lighting, as they are lit and rendered differently from the world.. Being in the floor can often make them completely black.

After screwing with the black CC for HOURS I finally got it to light up. Had something to do with the little 1 unit thick brushes next to it with the light textures on top. Hell if I know what, but deleting them and replacing them with a different style has fixed it. I'm so glad I had to compile about 7 times to figure that out.

I will now proceed to crash hard into my bed.

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Lunixmonster: Banning the NS community one smacktard at a time. -lolfighterthere are a lot of aaaa...mmmmm.... "HAPPY" pirates on this ship. -GrayDuck

That'd be cool. I'll let you know if I think of anything. The worldmodels thread on ns.org sort of fell apart. I only ever saw two or three real downloads from it, the rest were just 'look at this cool awesome thing I made wouldn't it look great in game?' and there's no download and the model is like 8,000 epolies anyway.

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Lunixmonster: Banning the NS community one smacktard at a time. -lolfighterthere are a lot of aaaa...mmmmm.... "HAPPY" pirates on this ship. -GrayDuck

That'd be cool. I'll let you know if I think of anything. The worldmodels thread on ns.org sort of fell apart. I only ever saw two or three real downloads from it, the rest were just 'look at this cool awesome thing I made wouldn't it look great in game?' and there's no download and the model is like 8,000 epolies anyway.

After screwing with the black CC for HOURS I finally got it to light up. Had something to do with the little 1 unit thick brushes next to it with the light textures on top. Hell if I know what, but deleting them and replacing them with a different style has fixed it. I'm so glad I had to compile about 7 times to figure that out.

As far as story goes... I've got it so far as being a scientific weather monitoring station on an otherwise deserted world. Just a lot of water and rain. If more details are needed, I'm sure I'll think them up later.

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Lunixmonster: Banning the NS community one smacktard at a time. -lolfighterthere are a lot of aaaa...mmmmm.... "HAPPY" pirates on this ship. -GrayDuck